PhoenixPhyre
2021-05-16, 09:48 PM
For setting reasons, the printed Artificer is not a very good fit for my games. The big offender is the infusions--making non-consumable magic items (and even more complex consumables) is an extremely lost art. There are only a few formulae known in the main play area, and all but one or two are for Common magic items. So having a class that just pops out magic items, even if they're "temporary" doesn't fit very well.
As such, I'd like to replace it with a non-magical, non-spell-casting version somewhat like the PF Alchemist but incorporating thematics of being a mechanical tinkerer/"mad scientist" as well. Here's my (first draft) of a replacement (Google doc with formatting (https://docs.google.com/document/d/1eNH1DpxdNWDSXCmGlJ7Ks-4WD2dOQrj43mv1Ftba-pU/edit?usp=sharing)). Numbers should be considered placeholders, subject to change.
In the wake of the Fourth Wish, people all over Noefra have turned to tinkering with alchemy and clockwork as a new, non-magical form of power. The wildest among these are the savants, driven by the obsession to experiment and develop new concoctions and gadgets. This obsession (and the dangerous nature of their work) often drives them out on the road as adventurers. Armed with bombs, elixirs, and gadgets of all types, they seek for new sights and new things to blow up. Developed simultaneously among the goblins of Byarmarsh and the dwarves of Shinevog, the road of the savant is full of discoveries and dangers.
Class Features
As a savant, you gain the following class features.
Hit Points
Hit Dice: 1d8 per savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: alchemist kits and one other artisan’s tool of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
any martial weapon
(a) two light hammers or (b) a heavy crossbow and 20 bolts
Scale armor and a shield
(a) a scholar’s pack or (b) a dungeoneer’s pack
Alchemist’s supplies
The Savant
Level
Proficiency Bonus
Features
Catalysts
Schema Known
1st
+2
Catalysts, Basic Schema
1
1
2nd
+2
Habituation, Tool Expertise
2
2
3rd
+2
Obsession
2
3
4th
+2
Ability Score Increase
2
4
5th
+3
Extra Attack
2
4
6th
+3
Obsession Feature
2
4
7th
+3
Advanced Alchemy, Advanced Schema
3
5
8th
+3
Ability Score Increase
3
5
9th
+4
Stabilized Catalyst
3
5
10th
+4
Rapid catalysis
3
5
11th
+4
Obsession Feature
3
6
12th
+4
Ability Score Increase
3
6
13th
+5
Stabilized Catalyst (2)
4
6
14th
+5
Perfected Alchemy
4
6
15th
+5
Obsession Feature
4
7
16th
+5
Ability Score Increase
4
7
17th
+6
Stabilized Catalyst (3)
4
7
18th
+6
Obsession Feature
4
8
19th
+6
Ability Score Increase
5
8
20th
+6
Jerry-rigged Catalysts
5
9
Catalysts and Schema
No matter their obsession, all savants are alchemists first. At first level you have learned to create alchemical concoctions using patterns called schema. When you take your first level in this class you learn the concussion grenade schema and three more basic schema of your choice. The number of schema you know increases as you gain levels in this class as shown in the Schema Known column of the Savant table. The concussion grenade schema does not count against the number of schemas you can know. In addition, when you gain a level in this class you can trade out one schema for another one you could learn at that level. At 7th level you can learn advanced schema..
The concoctions created by your schema are inert until primed by special volatile chemicals called catalysts. These are the limiting factor in the number of concoctions you can use between rests. At the end of a short or long rest, you can create a number of catalysts as shown in the Catalysts column of the Savant table. These catalysts last until you take a long rest, at which time they degrade into uselessness.
Using a concoction requires the Use an Object action unless it specifies otherwise. This action includes extracting the inert base from your pouch, catalyzing it, and throwing it, applying it, or handing it to another character. Catalyzed concoctions can be used by others, but the activated mixture degrades quickly, becoming useless after one minute unless specially prepared (as noted in specific schema descriptions). For another character to use an activated concoction, they must take the Use an Object action. Concoctions are not magical and are unaffected by antimagic field, dispel magic, and other such effects.
When you throw a concoction that targets a point that has total cover from you but there is an unobstructed vertical arc that would bypass the obstacle, it is still a legal target but creatures in the area have advantage on their saving throw.
The available schemas are described at the end of the class entry. Your saving throw DC for any concoctions is given by:
Concoction saving throw DC = 8 + your proficiency bonus + your Intelligence modifier
Tool Expertise
Editor’s Note: This assumes you’re using the extended tool proficiencies in Xanathar’s Guide to Everything.
At 2nd level you have become an expert in using your artisan’s tools. When you make an ability check involving a tool with which you are proficient, add twice your proficiency bonus to the check result.
As a side effect of your skill with tools, you may also add half your proficiency bonus to ability checks involving dexterity or intelligence that do not otherwise use your proficiency bonus.
Habituation
You are your own best test subject. By 2nd level you have become accustomed to the effects of your own concoctions and your body has adapted to them, increasing their effect. You no longer suffer any negative effects from your own concoctions and the duration of beneficial effects is increased by 1 round when they affect you.
Obsession
By 3rd level, savants have all found an Obsession--an invention to which they dedicate their lives and with which they are continually tinkering. Three such Obsessions, the Clockwork Exoskeleton, the Extensible Weapon Augmentation Framework, and the Portable Alchemy Lab are detailed at the end of the class description.
When you choose your obsession, choose an available augmentation. You gain the benefits of this augmentation at the basic level. When you gain new features from your Obsession (at 6th, 11th, 15th, and 18th levels), you can either increase the rank of a previously-acquired augmentation or take a new augmentation at the basic level.
The Gadgeteer augmentation is available to all savants; each time you increase the rank of this augmentation you gain a new gadget from the list. The same gadget cannot be taken twice.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Advanced Alchemy
Starting at 7th level you have become expert at the creation of simple consumables. When you craft any consumable item of uncommon rarity or lower, both the time required and the monetary cost are reduced to one quarter of the normal values for that rarity (i.e. half as much as normal consumables).
Alternatively, when you craft any consumable item of uncommon rarity or lower you can choose instead to maximize all variable quantities (such as damage dealt or healing restored). Maximized consumables do not benefit from the first part of this feature.
Stabilized Catalyst
Starting at 9th level, you can stabilize one catalyst that would expire at the end of a long rest, extending its useful life until you take another long rest. The number of stabilized catalysts you can have increases when you reach 13th (to 2) and 17th level (to 3).
Rapid Catalysis
Starting at 10th level, you’ve learned to catalyze your concoctions while doing other tasks. You can take the Use an Object action (catalyzing/using concoctions only) as a bonus action.
Perfected Alchemy
Starting at 14th level your mastery alchemical concoctions is nearly total. You can apply either effects of your Advanced Alchemy feature when crafting any consumable item of Very Rare rarity or lower.
Jerry-rigged Catalysis
At 20th level, when you have no catalysts remaining, you can use a bonus action to prepare one more. Once you use this feature, you cannot use it again until you finish a long rest.
Obsession of the Clockwork Exoskeleton
Those savants whose minds are tuned to creations of gears and springs often become obsessed with creating a clockwork exoskeleton, a framework of metal and gearwork that assists their motion and enhances their presence in the thick of the melee. Each exoskeleton is customized and fit to the owner, making it unusable by anyone else. This exoskeleton can be worn over other armor; you gain the benefits of both.
Exoskeleton Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the initial rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. Effects of higher ranks are cumulative with the lower ranks. The Gadgeteer augmentation is always available as well.
Augmented Gauntlets
Initial: when you attempt to grapple or shove another creature, you can add twice your proficiency bonus to the opposed check.
Evolved: You can grapple or shove creatures up to two size categories larger than you are. In addition, your speed is no longer reduced while grappling.
In addition, when you hit with a melee weapon attack you can choose to deal maximum damage to it. Once you use this portion of this feature you cannot use it again until you complete a long rest.
Perfected: When you are grappling a creature, you deal bludgeoning damage equal to twice your proficiency bonus to the creature at the beginning of each of its turns. You can also use the maximized damage option of your Evolved Gauntlets twice per long rest.
Augmented Frame:
Initial: You count as one size larger when determining how much you can lift, carry, or drag. This is cumulative with the Powerful Build trait.
Evolved: When hit by an attack dealing bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to that damage type (including the triggering attack) until the end of your next turn. Useable 1x/short rest.
Perfected: you can spend a catalyst activation to heal yourself as if injected by a health serum. Once you benefit from this portion of the feature, you cannot do so again until you finish a long rest. In addition, while you are incapacitated, you no longer incur failed death saves for taking damage.
Augmented Greaves:
Initial: Your ground movement speed increases by 5 feet. In addition, you no longer need a running start for full jumping distance and can add your proficiency modifier to the distance you can jump.
Evolved: Your ground movement speed increases by another 5 feet. In addition, you take half damage from falling and cannot be knocked prone due to falling.
Perfected: Your ground movement speed increases by another 5 feet (to +15 feet total). You cannot be lifted off the ground or moved against your will except by teleportation effects.
Obsession of the Extensible Weapon Augmentation Framework
This obsession is for those that like to customize their ranged weapons. Savants with this obsession build a framework that fits around any ranged weapon (such as a bow or a crossbow) and allows hanging all sorts of auxiliary gear (like scopes or concoction launchers) and specialized ammunition. Only the savant can use this augmented weapon, as its construction and operation seem senseless and impossible to anyone else.
Stabilized Aim
Starting when you choose this Obsession at third level, you gain the Archery fighting style.
EWAF Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the initial rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.
Pinpoint Scope:
Initial: Shooting at targets beyond the normal range but within the long range of your weapon no longer imposes disadvantage.
Evolved: You can use your action to attempt to pin your target to an adjacent surface. Make a ranged weapon attack against a target within range. If your attack hits it deals an additional damage die and the target’s speed is reduced to zero until they take an action to remove the pinning ammo. This does not function against flying or swimming enemies.
Perfected: You can use your action to make an attack at disadvantage against one of the following locations:
* Head: on hit, the target takes normal damage and must make a Constitution saving throw or be stunned until the end of your next turn.
* Heart: on hit, the target suffers the effect of a critical hit.
* Hands: on hit, the target has disadvantage on all attacks and cannot cast spells with somatic or material components until the beginning of your next turn.
Ammo Storage:
Initial: You no longer need a free hand to reload your ranged weapon and ignore the loading property of crossbows.
Evolved: Your ammunition now counts as silvered and/or adamantine for overcoming resistance or immunity.
Perfected: Once per short rest you can fire up to half your proficiency bonus in arrows or bolts at once, targeting different targets. This replaces one attack in the Attack action.
Concoction Launchers
Initial: You can launch catalyzed bombs up to the normal range of your ranged weapon.
Evolved: In addition to bombs, you can launch catalyzed elixirs as well, targeting one creature.
Perfected: When launching elixirs, you can instead choose to affect all targets within 10 feet of the targeted point. Area burst elixirs only have half the effect (lasting half the duration for those without numerical effects).
Obsession of the Portable Alchemy Laboratory
Some adventuring savants focus on their alchemical prowess rather than anything mechanical. But since alchemy doesn’t travel well, they must invent their own portable kit, giving them the comforts of a lab in a nice travel-sized package. They then continue to tinker with this kit throughout their career. A few choose to use their knowledge to mutate themselves to grow a third arm (because three hands are better than two when you need to hold stuff).
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the basic rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.
Increased Catalyst Capacity
Your maximum catalyst capacity increases by 1 for every two augmentations you select from this Obsession.
PAL Augmentations
Travel-sized, all-in-one retort and crucible
Initial: Elixirs you create no longer have negative side effects for other people.
Evolved: When you administer an elixir to another creature, you can gain the effect of that elixir for yourself as well. Once you use this portion of the feature, you must finish a long or short rest before you can use it again.
Perfected: Choose one elixir schema that you know. When you administer it to yourself, the effects of that elixir last until you finish a long or short rest.
Magitech furnace
Initial: The damage done by your bombs treats immunity to that damage type as resistance instead.
Evolved: When you use a bomb, you can force the targets to make the saving throw against its effects at disadvantage. Once you use this portion of the feature, you may not use it again until you finish a long or short rest.
Perfected: When you throw a bomb that affects an area, you can choose the shape of that area. The total area of the effect must remain the same (so a 5’ radius would affect 4, 5’x5’ squares) and each square must be adjacent to at least one other square.
Extra Arm
Initial: You grow a third arm. This appendage can hold simple objects or retrieve them from bags, but cannot wield weapons or shields, nor can it throw bombs or administer elixirs. As a result, you can interact with an additional object as part of movement or another action.
Evolved: Your third arm can now hold a shield, throw a bomb, or administer an elixir. As a result, you can hold an additional item before you have no hands free.
Perfected: Your third arm can wield a light weapon. Regardless of other features, you do not add your modifier to damage rolls with this weapon. You can attack once with each of the additional weapons when you attack with the bonus action granted by two-weapon fighting.
As such, I'd like to replace it with a non-magical, non-spell-casting version somewhat like the PF Alchemist but incorporating thematics of being a mechanical tinkerer/"mad scientist" as well. Here's my (first draft) of a replacement (Google doc with formatting (https://docs.google.com/document/d/1eNH1DpxdNWDSXCmGlJ7Ks-4WD2dOQrj43mv1Ftba-pU/edit?usp=sharing)). Numbers should be considered placeholders, subject to change.
In the wake of the Fourth Wish, people all over Noefra have turned to tinkering with alchemy and clockwork as a new, non-magical form of power. The wildest among these are the savants, driven by the obsession to experiment and develop new concoctions and gadgets. This obsession (and the dangerous nature of their work) often drives them out on the road as adventurers. Armed with bombs, elixirs, and gadgets of all types, they seek for new sights and new things to blow up. Developed simultaneously among the goblins of Byarmarsh and the dwarves of Shinevog, the road of the savant is full of discoveries and dangers.
Class Features
As a savant, you gain the following class features.
Hit Points
Hit Dice: 1d8 per savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: alchemist kits and one other artisan’s tool of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
any martial weapon
(a) two light hammers or (b) a heavy crossbow and 20 bolts
Scale armor and a shield
(a) a scholar’s pack or (b) a dungeoneer’s pack
Alchemist’s supplies
The Savant
Level
Proficiency Bonus
Features
Catalysts
Schema Known
1st
+2
Catalysts, Basic Schema
1
1
2nd
+2
Habituation, Tool Expertise
2
2
3rd
+2
Obsession
2
3
4th
+2
Ability Score Increase
2
4
5th
+3
Extra Attack
2
4
6th
+3
Obsession Feature
2
4
7th
+3
Advanced Alchemy, Advanced Schema
3
5
8th
+3
Ability Score Increase
3
5
9th
+4
Stabilized Catalyst
3
5
10th
+4
Rapid catalysis
3
5
11th
+4
Obsession Feature
3
6
12th
+4
Ability Score Increase
3
6
13th
+5
Stabilized Catalyst (2)
4
6
14th
+5
Perfected Alchemy
4
6
15th
+5
Obsession Feature
4
7
16th
+5
Ability Score Increase
4
7
17th
+6
Stabilized Catalyst (3)
4
7
18th
+6
Obsession Feature
4
8
19th
+6
Ability Score Increase
5
8
20th
+6
Jerry-rigged Catalysts
5
9
Catalysts and Schema
No matter their obsession, all savants are alchemists first. At first level you have learned to create alchemical concoctions using patterns called schema. When you take your first level in this class you learn the concussion grenade schema and three more basic schema of your choice. The number of schema you know increases as you gain levels in this class as shown in the Schema Known column of the Savant table. The concussion grenade schema does not count against the number of schemas you can know. In addition, when you gain a level in this class you can trade out one schema for another one you could learn at that level. At 7th level you can learn advanced schema..
The concoctions created by your schema are inert until primed by special volatile chemicals called catalysts. These are the limiting factor in the number of concoctions you can use between rests. At the end of a short or long rest, you can create a number of catalysts as shown in the Catalysts column of the Savant table. These catalysts last until you take a long rest, at which time they degrade into uselessness.
Using a concoction requires the Use an Object action unless it specifies otherwise. This action includes extracting the inert base from your pouch, catalyzing it, and throwing it, applying it, or handing it to another character. Catalyzed concoctions can be used by others, but the activated mixture degrades quickly, becoming useless after one minute unless specially prepared (as noted in specific schema descriptions). For another character to use an activated concoction, they must take the Use an Object action. Concoctions are not magical and are unaffected by antimagic field, dispel magic, and other such effects.
When you throw a concoction that targets a point that has total cover from you but there is an unobstructed vertical arc that would bypass the obstacle, it is still a legal target but creatures in the area have advantage on their saving throw.
The available schemas are described at the end of the class entry. Your saving throw DC for any concoctions is given by:
Concoction saving throw DC = 8 + your proficiency bonus + your Intelligence modifier
Tool Expertise
Editor’s Note: This assumes you’re using the extended tool proficiencies in Xanathar’s Guide to Everything.
At 2nd level you have become an expert in using your artisan’s tools. When you make an ability check involving a tool with which you are proficient, add twice your proficiency bonus to the check result.
As a side effect of your skill with tools, you may also add half your proficiency bonus to ability checks involving dexterity or intelligence that do not otherwise use your proficiency bonus.
Habituation
You are your own best test subject. By 2nd level you have become accustomed to the effects of your own concoctions and your body has adapted to them, increasing their effect. You no longer suffer any negative effects from your own concoctions and the duration of beneficial effects is increased by 1 round when they affect you.
Obsession
By 3rd level, savants have all found an Obsession--an invention to which they dedicate their lives and with which they are continually tinkering. Three such Obsessions, the Clockwork Exoskeleton, the Extensible Weapon Augmentation Framework, and the Portable Alchemy Lab are detailed at the end of the class description.
When you choose your obsession, choose an available augmentation. You gain the benefits of this augmentation at the basic level. When you gain new features from your Obsession (at 6th, 11th, 15th, and 18th levels), you can either increase the rank of a previously-acquired augmentation or take a new augmentation at the basic level.
The Gadgeteer augmentation is available to all savants; each time you increase the rank of this augmentation you gain a new gadget from the list. The same gadget cannot be taken twice.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Advanced Alchemy
Starting at 7th level you have become expert at the creation of simple consumables. When you craft any consumable item of uncommon rarity or lower, both the time required and the monetary cost are reduced to one quarter of the normal values for that rarity (i.e. half as much as normal consumables).
Alternatively, when you craft any consumable item of uncommon rarity or lower you can choose instead to maximize all variable quantities (such as damage dealt or healing restored). Maximized consumables do not benefit from the first part of this feature.
Stabilized Catalyst
Starting at 9th level, you can stabilize one catalyst that would expire at the end of a long rest, extending its useful life until you take another long rest. The number of stabilized catalysts you can have increases when you reach 13th (to 2) and 17th level (to 3).
Rapid Catalysis
Starting at 10th level, you’ve learned to catalyze your concoctions while doing other tasks. You can take the Use an Object action (catalyzing/using concoctions only) as a bonus action.
Perfected Alchemy
Starting at 14th level your mastery alchemical concoctions is nearly total. You can apply either effects of your Advanced Alchemy feature when crafting any consumable item of Very Rare rarity or lower.
Jerry-rigged Catalysis
At 20th level, when you have no catalysts remaining, you can use a bonus action to prepare one more. Once you use this feature, you cannot use it again until you finish a long rest.
Obsession of the Clockwork Exoskeleton
Those savants whose minds are tuned to creations of gears and springs often become obsessed with creating a clockwork exoskeleton, a framework of metal and gearwork that assists their motion and enhances their presence in the thick of the melee. Each exoskeleton is customized and fit to the owner, making it unusable by anyone else. This exoskeleton can be worn over other armor; you gain the benefits of both.
Exoskeleton Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the initial rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. Effects of higher ranks are cumulative with the lower ranks. The Gadgeteer augmentation is always available as well.
Augmented Gauntlets
Initial: when you attempt to grapple or shove another creature, you can add twice your proficiency bonus to the opposed check.
Evolved: You can grapple or shove creatures up to two size categories larger than you are. In addition, your speed is no longer reduced while grappling.
In addition, when you hit with a melee weapon attack you can choose to deal maximum damage to it. Once you use this portion of this feature you cannot use it again until you complete a long rest.
Perfected: When you are grappling a creature, you deal bludgeoning damage equal to twice your proficiency bonus to the creature at the beginning of each of its turns. You can also use the maximized damage option of your Evolved Gauntlets twice per long rest.
Augmented Frame:
Initial: You count as one size larger when determining how much you can lift, carry, or drag. This is cumulative with the Powerful Build trait.
Evolved: When hit by an attack dealing bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to that damage type (including the triggering attack) until the end of your next turn. Useable 1x/short rest.
Perfected: you can spend a catalyst activation to heal yourself as if injected by a health serum. Once you benefit from this portion of the feature, you cannot do so again until you finish a long rest. In addition, while you are incapacitated, you no longer incur failed death saves for taking damage.
Augmented Greaves:
Initial: Your ground movement speed increases by 5 feet. In addition, you no longer need a running start for full jumping distance and can add your proficiency modifier to the distance you can jump.
Evolved: Your ground movement speed increases by another 5 feet. In addition, you take half damage from falling and cannot be knocked prone due to falling.
Perfected: Your ground movement speed increases by another 5 feet (to +15 feet total). You cannot be lifted off the ground or moved against your will except by teleportation effects.
Obsession of the Extensible Weapon Augmentation Framework
This obsession is for those that like to customize their ranged weapons. Savants with this obsession build a framework that fits around any ranged weapon (such as a bow or a crossbow) and allows hanging all sorts of auxiliary gear (like scopes or concoction launchers) and specialized ammunition. Only the savant can use this augmented weapon, as its construction and operation seem senseless and impossible to anyone else.
Stabilized Aim
Starting when you choose this Obsession at third level, you gain the Archery fighting style.
EWAF Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the initial rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.
Pinpoint Scope:
Initial: Shooting at targets beyond the normal range but within the long range of your weapon no longer imposes disadvantage.
Evolved: You can use your action to attempt to pin your target to an adjacent surface. Make a ranged weapon attack against a target within range. If your attack hits it deals an additional damage die and the target’s speed is reduced to zero until they take an action to remove the pinning ammo. This does not function against flying or swimming enemies.
Perfected: You can use your action to make an attack at disadvantage against one of the following locations:
* Head: on hit, the target takes normal damage and must make a Constitution saving throw or be stunned until the end of your next turn.
* Heart: on hit, the target suffers the effect of a critical hit.
* Hands: on hit, the target has disadvantage on all attacks and cannot cast spells with somatic or material components until the beginning of your next turn.
Ammo Storage:
Initial: You no longer need a free hand to reload your ranged weapon and ignore the loading property of crossbows.
Evolved: Your ammunition now counts as silvered and/or adamantine for overcoming resistance or immunity.
Perfected: Once per short rest you can fire up to half your proficiency bonus in arrows or bolts at once, targeting different targets. This replaces one attack in the Attack action.
Concoction Launchers
Initial: You can launch catalyzed bombs up to the normal range of your ranged weapon.
Evolved: In addition to bombs, you can launch catalyzed elixirs as well, targeting one creature.
Perfected: When launching elixirs, you can instead choose to affect all targets within 10 feet of the targeted point. Area burst elixirs only have half the effect (lasting half the duration for those without numerical effects).
Obsession of the Portable Alchemy Laboratory
Some adventuring savants focus on their alchemical prowess rather than anything mechanical. But since alchemy doesn’t travel well, they must invent their own portable kit, giving them the comforts of a lab in a nice travel-sized package. They then continue to tinker with this kit throughout their career. A few choose to use their knowledge to mutate themselves to grow a third arm (because three hands are better than two when you need to hold stuff).
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the basic rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.
Increased Catalyst Capacity
Your maximum catalyst capacity increases by 1 for every two augmentations you select from this Obsession.
PAL Augmentations
Travel-sized, all-in-one retort and crucible
Initial: Elixirs you create no longer have negative side effects for other people.
Evolved: When you administer an elixir to another creature, you can gain the effect of that elixir for yourself as well. Once you use this portion of the feature, you must finish a long or short rest before you can use it again.
Perfected: Choose one elixir schema that you know. When you administer it to yourself, the effects of that elixir last until you finish a long or short rest.
Magitech furnace
Initial: The damage done by your bombs treats immunity to that damage type as resistance instead.
Evolved: When you use a bomb, you can force the targets to make the saving throw against its effects at disadvantage. Once you use this portion of the feature, you may not use it again until you finish a long or short rest.
Perfected: When you throw a bomb that affects an area, you can choose the shape of that area. The total area of the effect must remain the same (so a 5’ radius would affect 4, 5’x5’ squares) and each square must be adjacent to at least one other square.
Extra Arm
Initial: You grow a third arm. This appendage can hold simple objects or retrieve them from bags, but cannot wield weapons or shields, nor can it throw bombs or administer elixirs. As a result, you can interact with an additional object as part of movement or another action.
Evolved: Your third arm can now hold a shield, throw a bomb, or administer an elixir. As a result, you can hold an additional item before you have no hands free.
Perfected: Your third arm can wield a light weapon. Regardless of other features, you do not add your modifier to damage rolls with this weapon. You can attack once with each of the additional weapons when you attack with the bonus action granted by two-weapon fighting.